Home Backend Development PHP Tutorial How PHP and Unity3D use Workerman to implement guild and community functions in the game

How PHP and Unity3D use Workerman to implement guild and community functions in the game

Jul 19, 2023 am 10:26 AM
php workerman unityd

How PHP and Unity3D use Workerman to implement guild and community functions in games

With the rise of online games, social functions in games are becoming more and more important. Guilds and societies are very common organizational forms. They not only provide communication and interaction between players, but also increase the fun and competitiveness of the game. With the tool support of PHP and Unity3D, and using Workerman, a high-performance network programming framework, we can easily implement guild and community functions in the game.

The functions of guilds and societies include but are not limited to: creating, joining, managing, disbanding guilds, etc. We will complete the implementation of this function through the following steps.

1. Use Workerman on the server side to implement guild and community functions
Workerman is a high-performance asynchronous event-driven open source network communication framework based on PHP. It allows PHP to implement the same functions as Node.js High performance network programming. We can use Workerman to create a simple chat server to implement guild and community functions.

Code example:

require_once __DIR__ . '/vendor/autoload.php';
use WorkermanWorker;

$worker = new Worker('websocket://0.0.0.0:8000');

$worker->onMessage = function($connection, $data){
    // 解析客户端发来的数据并处理
};

Worker::runAll();
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The above code creates a Workerman's WebSocket server and defines an onMessage event callback function for processing messages sent by the client. We can write data analysis and processing logic in this function.

2. The client uses Unity3D to connect to the server and implement the guild and community functions in the game
Unity3D is a popular game engine that provides powerful development tools and graphics rendering capabilities. We can use Unity3D to create a game client and use the network module to connect to the server to implement guild and community functions in the game.

Code example:

using UnityEngine;
using UnityEngine.Networking;

public class NetworkManager : MonoBehaviour
{
    private const string serverUrl = "ws://localhost:8000";
    private WebSocket webSocket;

    private void Start()
    {
        webSocket = new WebSocket(new Uri(serverUrl));
        webSocket.OnOpen += OnWebSocketOpen;
        webSocket.OnMessage += OnWebSocketMessage;
        webSocket.OnError += OnWebSocketError;
        webSocket.OnClose += OnWebSocketClose;
        webSocket.Connect();
    }

    private void OnWebSocketOpen(object sender, System.EventArgs e)
    {
        // 连接成功后的逻辑处理
    }

    private void OnWebSocketMessage(object sender, WebSocketSharp.MessageEventArgs e)
    {
        // 接收到服务器消息的逻辑处理
    }

    private void OnWebSocketError(object sender, WebSocketSharp.ErrorEventArgs e)
    {
        // 连接出错的处理
    }

    private void OnWebSocketClose(object sender, WebSocketSharp.CloseEventArgs e)
    {
        // 连接关闭的处理
    }

    // 发送消息到服务器的方法
    private void SendMessageToServer(string message)
    {
        webSocket.Send(message);
    }
}
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The above code creates a WebSocket client and uses the WebSocketSharp library to implement WebSocket connection and message processing logic. We can write specific processing logic for guild and community functions in callback functions such as OnWebSocketOpen and OnWebSocketMessage.

Summary
Through the above code examples, we can use PHP's Workerman framework to implement server-side guild and community functions, and develop game clients through Unity3D, connect to the server, and implement in-game guild and community functions. In this way, we can perform guild and society-related operations in real time in the game, giving players a better gaming experience. Of course, the above code examples only provide a basic framework. In the actual development process, appropriate modifications and expansions need to be made according to specific needs.

Reference materials:

  • Workerman documentation: http://doc.workerman.net/
  • WebSocketSharp GitHub repository: https://github.com/sta /websocket-sharp

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